MOH Coop Trilogy v1.9.0 — "Bots on the Move"
The big one this cycle: Push-mode bots actually traverse the map now. We rebuilt how the AI navigates, and both teams reliably leave spawn, work across the level, and reach the fight instead of piling up on the first tank or doorway.
Bots & Push mode
- Bots cross the map on all 24 push maps. A finer, better-fit navigation mesh means bots stop walking into bare geometry and stop losing their route mid-map.
- No more tank/rubble/doorway pile-ups. Bots now spot solid obstacles ahead and route around them, hold their escape path when they free themselves, and spread out toward objectives instead of single-filing the same lane.
- Scripted obstacles cleared. Doors that used to wall off a whole team now open (e.g. the town gate on Bridge), and destructible debris that blocked a corridor is removed the way the mission intends — verified by bots physically passing through.
- Fairer sides. Axis bots were always slower to cross; spawn and route fixes close the gap so both teams get a real shot.
- Injured bots no longer twitch in place on their own blood trail.
Visuals
- Sun shadows fixed — no more bleeding through walls and rubble, and no more sliding with the camera. Shadows stay where they belong.
- Sharper Team Select and HD menu sliders — the banded, low-res menu art is gone.
Fixes
- Loadout "Done" works on the first press on a listen host (no more mashing it 3–5 times).
- Map ambience restored where it had gone silent (e.g. the old-town map).
- Mount / gun-brace icon now sits beside the MAGS ammo readout where you'd expect it.
Known issue
- One map (m5l1a) still has an Axis-side squeeze at a narrow interior passage; it's on the list for the next navigation pass. Everywhere else both teams flow.
Thanks for playing and for the reports — keep them coming in the Discord.